Hi, thanks for your bake and comment @pior. Following your steps, I baked to the original BoxSoft with a cage in Blender 4, sadly with same result as before. To double check, I then downloaded Blender 3.1, baked highpoly to un-modified BoxSoft - and it looks good! This makes me assume things in that regard have changed…
Hi! In Blender, baking to boxsoft and boxbevel in their original state, the resulting the normal maps don`t look as intended. Blender seems to ignore the modified vertex normals when baking. If I discard the custom split normals data on those meshes, they become hard shaded. If I set their shading to auto smooth with 180°…
Heya Eric, The Blender terminology is a bit unclear, probably coming from earlier legacy development. "Autosmooth" simply means that smoothing is applied to the object with an optional threshold for hard edge shading from 0 to 180 degrees (30 being the default). First and foremost this requires the model to being flagged…
Hi there Fabi, Eric - personally I am getting this out of a bake with a manually defined cage, done on a freshly imported unmodified boxsoft with the "custom split normals" left as they were on import therefore overriding the default 30 degrees smoothing. That's blender 3.1.0. From what I understand/guess, Blender is not…
Here's some more data FWIW. The pipeline I am currently the most familiar with involves bakes in either Blender or Toolbag3, for a display in UE4 and UE5. So here is the result of the Boxsoft blender bake in that context (obviously imported with Tangents and Normals read from file). The shading is ever so slightly…
Oh the irony - after enabling both GLTF import plugins available and dropping in a Blender-baked and -exported GLTF (defaulting as static mesh) and doing the necessary texture re-plugging (as the importer assigned some nonsensical texture presets by default) ... the result of a Boxsoft bake is perfectly flawless, with flat…
Happy new year! The issue I encounter when importing and baking the boxes in Blender, is that the shading is stored as custom split normal data. If I were to remove the data, the underlying shading is hard (Auto Smooth 30°). During the bake the custom split normal data gets ignored, which is a nuisance. When searching for…
The results so far, in Babylon.js Sandbox. Pretty good, we knew soft edges would be problematic in most cases. However, I think recreating the normals in Blender might have altered the bakes. I've attached more formats for the raw meshes: FBX, GLB, and the original OBJ. Choose whichever works best in your app. You just…
Heya - Without even attempting to understand the reason(s) why, I find it odd that all the "BoxSoft" results shown in the above picture are all showcasing incorrect shading (since the faces should appear completely flat, yet they all display some amount of shading artefacts). So perhaps it could be interesting to also show…